This Arena 6-9 Mortar deck is designed to give the user a snowballing, tempoed win over the opponent while sustaining minimum damage to their own towers. It is especially good at neutralizing huge beatdown combo pushes, such as Giant, Sparky, P.E.K.K.A, Balloon, etc. This guide will show you how to use this deck, its strengths, its weaknesses, and everything else you will need to know to use it.
I call this deck Mortarpreneur. Why “Mortarpreneur”? Because this deck is extremely unique, with three spells and three buildings, there is no other deck like it. Let’s get started!
(Note: the subs listed down below are not recommended, but can be used if desired)
Mortar: The main win condition for this deck. When paired with another building and protected well, will make a great “push”.
Cannon: A good, cheap defense useful to take out smaller support troops such as Valkyrie, Wizard, or Mini P.E.K.K.A. Best when paired with the Mortar to help protect it.
Skeletons: Great to cycle through the Mortar while great on defense, especially against Sparky and P.E.K.K.A.
Archers: Also nice to cycle the Mortar, but also invaluable on defense when placed near the middle of your side. Can take out a Minion Horde from there! Sub: Princess (not Spear Goblins!!!)
Zap: An extremely versatile card necessary to counter sparky, useful to take out small troops like Goblins and Minions as well.
Fireball: Another useful facet in taking out beatdown pushes, will take out the support troops. Also a valid counter for Minion Horde, or small Hog Rider pushes like Hog Valkyrie Minions. Sub: Rocket, Lightning. Take a look at here to read more about the Fireball!
Inferno Tower: The most useful part in taking out beatdown pushes, when planted near the middle of your side will melt the tank unit AND the support units. Sub: Tesla, Mini P.E.K.K.A
Log: When used correctly, can provide insane value. The best counter in the game for Princess. It can help take out small hog pushes, and I’ll even use it to take out Goblin Barrel when Zap is not an option. Sub: Elixir Collector (I used to use the Collector before I got The Log), Arrows, Ice Spirit
The main idea of this deck is to easily counter the opponents pushes with less elixir than they used, then counter push with a Mortar-Cannon/Mortar-Inferno once at high elixir (7+ elixir). Once a mortar is down, you need to protect it at all costs, but make sure to always have a couple elixir left after making a counter to what they try to take out your mortar with. For example, if they put down barbarians right by the mortar, fireball it with light-speed. If you can keep this up enough, you can reach what I call “a state of enlightenment” where something almost not explainable happens. You are countering them so quickly and so elixir-friendly that you are cycling through Mortars so quickly you can get multiple down. The weird part is, when this happens and you have multiple Mortars down, you somehow come to be at full Elixir with 2 or Three Mortars down! It literally almost seems too easy! If you have reached this state, then you pretty much have a guaranteed win.
The best way to get good with any deck including this one, is to get extremely familiar with it. I might have done a total of 80 trainer battles with this deck alone maybe?
Being a great technical microplayer is extremely beneficial, especially with any siege decks like this one.
If you are trophy pushing and lose more than once in a row, just take a 10-15 minute break! When you start losing in waves, you start to get angry and you expect the wins to come to you. This slippery slope can be avoided with a small break.
Don’t be afraid to use a mortar as a last second defense to draw a Hog or Giant!
Sparky: For a sparky combo push, I usually put down my Inferno then a cannon in front of it to take one hit from sparky, while the inferno gets rid of the tanky unit. I then plant Skeletons around the Sparky to take a blast or two, and if necessary, I will Zap it, which resets its charge-up.
Giant: For combos like Giant Witch or Giant Bowler, I simply will plant an inferno tower 4 tiles away from the river, and 3 tiles away from the tower that is being attacked. This should take out both units. For more advanced pushes like P.E.K.k.A Witch Wizard or Giant Musketeer Wizard, I will split up the combo by placing an Inferno 4 tiles away from the river and 3 tiles away from the tower that is NOT being attacked, which will only draw the Giant. Then, Ill put a Cannon down in front of my tower and archers and Skeletons to take out the smaller units in back.
P.E.K.K.A: For P.E.K.K.As, I use the same strategy as for giant combos, except you must not let the P.E.K.K.A get to the Inferno Tower! To prevent this, place Archers or Skeletons down to take the blows instead.
That’s all I have for this guide, I hope it was helpful! If you have any questions, feel free to message me here, or kik me at phillylife_74 and I will answer them! Also, feel free to temporarily join my clan: The Ashen Oath! I will not only answer questions you may have, but I will also train you! But our clan won’t just train you with my Mortarpreneur deck, but we also have an extremely good chip cycle trainer, and a few other specialized players to help you out!
Who posted this crap?
Sorry guys! Nothing here! I am just an editor guy with zero knowledge about this awesome game. Want to have your own author box? Contact me once you have more than 5 articles posted!